Module:User:Mr. Stradivarius/League table
Appearance
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-- --
-- LEAGUE TABLE --
-- --
-- This module generates league table templates for various sports. --
-- --
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local html_builder = require('Module:HtmlBuilder')
local lang = mw.language.getContentLanguage()
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-- Team class
--
-- The team class deals with all the data about a particular team in the league table.
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local team = {}
-- Fields whose initial value should be 0.
team.stat_fields = {
played = true,
wins = true,
draws = true,
losses = true,
goals_for = true,
goals_against = true,
goal_difference = true,
points = true
}
-- Fields whose initial value should be nil.
team.other_fields = {
name = true,
article = true,
link = true,
position = true
}
team.__index = function (t, k)
if team[k] then
return team[k]
else
-- Make automatic setters and getters for function calls to nonexistent functions.
local setget, setgetkey = k:match('^([sg]et)_(.+)$')
if setget and setgetkey then
if not team.stat_fields[setgetkey] and not team.other_fields[setgetkey] then
return -- Not a recognised field, so exit. We don't want people calling team:set_set_points(), for example.
end
if setget == 'set' then
return function (t, val)
t[setgetkey] = val
end
elseif setget == 'get' then
return function (t)
return t[setgetkey]
end
end
end
end
end
function team.new(display)
local obj = {}
-- Set display data.
obj.display = type(display) == 'table' and display or {}
-- Set initial stat values.
for field in pairs(team.stat_fields) do
obj[field] = 0
end
setmetatable(obj, team)
return obj
end
function team:set_article(s)
self.article = s or self.name
end
function team:set_link(s)
if s then
self.link = s
elseif self.article == self.name then
self.link = mw.ustring.format('[[%s]]', self.name)
else
self.link = mw.ustring.format('[[%s|%s]]', self.article, self.name)
end
end
function team:set_played(n)
if n then
self.played = n
else
self.played = self.wins + self.draws + self.losses
end
end
function team:set_goal_difference(n)
if n then
self.goal_difference = n
else
self.goal_difference = self.goals_for - self.goals_against
end
end
function team:set_points(n)
if n then
self.points = n
else
self.points = self.wins * 3 + self.draws
end
end
function team:export()
local row = html_builder.create('tr')
for _, field in ipairs(self.display) do
row
.tag('td')
.wikitext(self['get_' .. field](self))
end
return tostring(row)
end
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-- league_table class
--
-- The leauge_table class defines the behaviour of the league table - how teams are ranked,
-- how many entries are displayed, and outputs the final wikicode.
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local league_table = {}
league_table.__index = league_table
function league_table.new()
local obj = {}
obj.teams = {}
-- We need:
-- 1. A table of input for each team object. {wins = 2, draws = 5, name = "Arsenal"} etc.
-- 2. A table of the data fields to be used in the league table. {wins = true, draws = true, name = true} etc.
-- This may be different from the team input as that is typically provided by the end user.
-- 3. A table of formatting options. Table style and class, any rows to be coloured, etc.
setmetatable(obj, league_table)
return obj
end
function league_table:add_team(obj)
table.insert(self.teams, obj)
end
function league_table:sort()
-- Sort the table first by points, then by goal difference, then in alphabetical order.
table.sort(self.teams, function (a, b)
local a_points = a:get_points()
local b_points = b:get_points()
if a_points and b_points and a_points > b_points then
return true
elseif a_points and a_points == b_points then
local agd = a:get_goal_difference()
local bgd = b:get_goal_difference()
if agd and bgd and agd > bgd then
return true
elseif agd and agd == bgd then
local a_name = a:get_name()
local b_name = b:get_name()
if a_name and b_name then
return a_name < b_name
end
end
end
return false
end)
-- If any of the teams specified their position explicitly, use that instead.
local positions = {}
for i, team in ipairs(self.teams) do
local pos = team:get_position()
if pos then
table.insert(positions, {old_pos = i, new_pos = pos})
end
end
for _, pos_table in ipairs(positions) do
local obj = table.remove(self.teams, pos_table[old_pos])
table.insert(self.teams, obj, pos_table[new_pos])
end
-- Now that we have sorted the table, set the position explicitly for all the teams.
-- This makes it easier to deal with the team table after it has been cropped.
for i, team_obj in ipairs(self.teams) do
team_obj:set_position(i)
end
end
function league_table:crop(name, pos, limit, align, more_down)
-- This limits the output of the league table to a set of contiguous entries centered around a team or a position.
-- name: the name of the team. This is used to find the position if specified.
-- pos: the position. Used for the position if no name was specified.
-- limit: the number of entries to limit the table output to. Defaults to 3, or 2 if we are at the top or bottom of the table.
-- align: whether the specified position appears at the top, bottom or middle of the selection. It is at the center by default.
-- more_down: if the selection is center-aligned and an even number of entries are specified, display more down entries than up if this is true.
-- This method should be called after the league table has been sorted.
local team_count = #self.teams
if team_count <= 1 then return end -- If there is only one team, then we don't need to do any calculation.
if name then
for i, obj in ipairs(self.teams) do
local obj_name = obj:get_name()
if name == obj_name then
pos = i
end
end
end
if not pos then return end
if not limit then
if pos == 1 or pos == team_count then
limit = 2
else
limit = 3
end
end
if limit >= team_count then return end -- If the limit is higher than the team count then we just use the whole table.
local start, finish
if align == 'top' then -- 'Top' means that the position is at a lower index than all the other entries, as the top team has position 1 in the league table.
finish = pos + limit - 1
if finish > team_count then
finish = team_count
end
start = finish - limit + 1
elseif align == 'bottom' then -- 'Bottom' means that the position is at a higher index than all the other entries.
start = pos - limit + 1
if start < 1 then
start = 1
end
finish = start + limit - 1
else
-- Assume align == 'center'.
local limit_mod2 = limit % 2
local limit_div2 = math.floor(limit / 2)
local ideal_start, ideal_finish -- Where the table would start and finish if we weren't limited by the start and end of the table itself.
if limit_mod2 == 1 then
-- Odd number, more_down doesn't matter.
ideal_start = pos - limit_div2
ideal_finish = pos + limit_div2
elseif more_down then
-- Even number with more down than up. Down in this case means a higher index, as the top team has position 1 in the league table.
ideal_start = pos - limit_div2 + 1
ideal_finish = pos + limit_div2
else
-- Even number with more up than down. Up means a lower index number.
ideal_start = pos - limit_div2
ideal_finish = pos + limit_div2 - 1
end
if ideal_start < 1 then
start = 1
finish = start + limit - 1
elseif ideal_finish > team_count then
finish = team_count
start = finish - limit + 1
else
start = ideal_start
finish = ideal_finish
end
end
local ret = {}
for i = start, finish do
table.insert(ret, self.teams[i])
end
self.teams = ret
end
function league_table:export()
local root = html_builder.create('table')
root
.addClass('wikitable')
for _, team_obj in ipairs(self.teams) do
root
.wikitext(team_obj:export())
end
return tostring(root)
end
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-- Process arguments from #invoke and define the main module structure.
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local p = {}
local function getArgNums(prefix, args)
-- Returns an array containing the numbers of arguments with a given prefix.
local nums = {}
for k in pairs(args) do
if type(k) == 'string' then
local num = mw.ustring.match(k, '^' .. prefix .. '([1-9][0-9]*)$')
num = tonumber(num)
if num then
table.insert(nums, num)
end
end
end
table.sort(nums)
return nums
end
function p._main(args)
local output_table = league_table:new(args)
return output_table:export()
end
function p.main(frame)
-- If called via #invoke, use the args passed into the invoking template, or the args passed to #invoke if any exist.
-- Otherwise assume args are being passed directly in from the debug console or from another Lua module.
local origArgs
if frame == mw.getCurrentFrame() then
origArgs = frame:getParent().args
for k, v in pairs(frame.args) do
origArgs = frame.args
break
end
else
origArgs = frame
end
-- Trim whitespace and remove blank arguments.
local args = {}
for k, v in pairs(origArgs) do
if type(v) == 'string' then
v = mw.text.trim(v)
end
if v ~= '' then
args[k] = v
end
end
return p._main(args)
end
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-- Testing area
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local dts = require('Module:User:Anomie/deepToString').deepToString
function p.test()
local display = {'played', 'goal_difference', 'points'}
local team1 = team.new(display)
team1:set_name('Team 1')
team1:set_points(6)
team1:set_goal_difference(15)
local team2 = team.new(display)
team2:set_name('Team 2')
team2:set_points(20)
team2:set_goal_difference(15)
local team3 = team.new(display)
team3:set_name('Team 3')
team3:set_points(2)
team3:set_goal_difference(3)
local team4 = team.new(display)
team4:set_name('Team 4')
team4:set_points(20)
team4:set_goal_difference(40)
local team5 = team.new(display)
team5:set_name('Team 5')
team5:set_points(15)
team5:set_goal_difference(30)
local team6 = team.new(display)
team6:set_name('Team 6')
team6:set_points(8)
team6:set_goal_difference(-15)
local team7 = team.new(display)
team7:set_name('Team 7')
team7:set_points(3)
team7:set_goal_difference(-15)
local team8 = team.new(display)
team8:set_name('Team 8')
team8:set_points(20)
team8:set_goal_difference(40)
local mytable = league_table.new()
mytable:add_team(team1)
mytable:add_team(team2)
mytable:add_team(team3)
mytable:add_team(team4)
mytable:add_team(team5)
mytable:add_team(team6)
mytable:add_team(team7)
mytable:add_team(team8)
mytable:sort()
mytable:crop('Team 6', nil, 4, nil, false)
return mytable:export()
end
return p